I will keep them coming 🙂 Translated by Carnotzet.
Q. Please explain to us how will long-range AA work in 0.5.3.
For the sake of clarity, let’s take an aura with 100dps.
1. With manual targeting (100dps + 100%) + 30% = 100 * 2 * 1,3 = 260dps. We then add AA boost and get 260 * 4 = 1040dps
2. With manual targeting (100dps + 100%) + 30% = 100 * 2 * 1,3 = 260dps. Whe then add AA boost and get (100dps + 100% + 300%) + 30% = 100 * 5 * 1,3 = 650dps
3. With manual targeting 100dps + 100% + 30% = 100 * 2 * 1,3 = 230dps. With AA boost, we get 230*4 = 920dps.
4. With manual targeting 100dps + 100% + 30% = 100 * 2 * 1,3 = 230dps. With AA boost, we get 100dps + 100% + 300% + 30% = 530dps
In patch 0.5.3, 500lb bombs will we replaced by 1000lb bombs. Will they also have increased penetration?
A. The base aura damage is multiplied by each bonus, including the captain skill [so it seems that n°4 is correct]
Yes, they will have increased penetration (about 20mm)
Q. I have some cammos I won laying around in my port. If I put them on a ship and enable auto-resupply, will they be automatically purchased when my stock eventually run out?
A. If the cammos are no longer for sale, you won’t be able to purchase them with auto-resupply.
Q. Does torpedo acceleration also increase their detection range?
Q. Developers don’t want to create “pay to win” situations, but what do you intend to do if this type of situation arises? Since your stance is “we don’t nerf premiums”, we can only watch when such situation arises, no?
And you seem to have forgotten about the Nikolai. According to information kindly provided by ArdRaeiss, his winrate with Nikolai is 7-8% higher than with BB’s of the same tier, and 10% higher than the battered Myogi. In my opinion, you should do something about it. What do you think?
Your colleagues from WoT (yes, yes, I know that ships aren’t tanks), when making premiums, kept a “security cushion” by introducing the principle of “premium machinery isn’t as reliable”. You don’t have such cushion. How do you intend to implement new premiums, since experience has shown that you regularly make balancing mistakes with premium ships, so that they become seal-clubbers?
A. Nikolai is no longer for sale. We don’t plan to change its stats. In my opinion, it’s a good and efficient ship, that is, most importantly, very competitive with BBs of its tier, which explains its popularity.
We intend to run technical production tests in order to anticipate this kind of situations. If you want to help, please apply for ST.
Q. Has there been any fix to the chance of fire of cruisers against BBs? In my BB, I was more often set on fire (during the last 3-4 days), and the fire damage seemed to be higher (about 1,5-2x higher). Is it possible the fix affect only certain ships (I played with my Fuso).
A. There wasn’t any fix. If you’re talking about 0.5.3 PT, it’s possible that many players use Demolition Expert instead of AFT. It wouldn’t explain the higher fire damage though. According to server stats, there wasn’t any significant difference.
Q. Does environment [background, what is behind the ship] affect detection range?
For instance, a ship in open water would have a greater detection range than a ship sailing in front of an island. If it’s not in the game, do you intend to implement such mechanism?
A. Environment doesn’t affect detection range. No plan to implement it.
Q. What is the reason behind the nerf to Hindenburg, compared to Zao?
A little analysis:
HE damage is 2300 to 3400 (for Hindenburg and Zao respectively). Chance of fire is 11% to 19%. Why such a difference?
If you tell me that it’s because Hindenburg AP shells do more damage, well the difference is minimal (5900 to 5400). Moreover, for AP shells to be effective, the opponent needs to sail broadside. And at tier 10, there isn’t many “railway drivers” [players who sail in a straight line, showing their broadside], and most of them are constantly maneuvering, so AP shells aren’t very effective.
Carrying on. You could say that, compared to Zao, torpedo tubes firing angle is better. Yes indeed but first of all, their range is only 6km, and secondly, at tier 10, the battles are fought at long range. And thus, they can only be used very rarely. You could say that they can catch a stray BB lost in between islands. But that is pure fantasy.
Next topic. Maneuverability. Why is the German ship so sluggish in comparison with the Zao?
Speed: also lower.
Detection range. In this category as well, the German ship loses hard. If the Zao captain max out its detection (with skills and modules), it can nearly have the detection of a DD.
The only advantage Hindenburg has is firing range (with or without modules). But considering the opponents are often maneuvering, it’s very hard to hit at that range. And if you take into account the nerf to HE damage, shells don’t penetrate, and even if they do, they do minimal damage. I won’t speak about AP shells as I have explained my standpoint above.
It turns out that Hindenburg is worse in all categories (except range).
Explain to me why?
A. Hindenburg has outstanding range and ballistics. Nevertheless, Zao need a rework, thank you for reminding us.
Q. Can you tell us how many HP do gun turrets have? It seems to me that ships with less turrets (2-3) lose one or more turrets more often than ships with a lot of turrets.
A. I can’t disclose that information. However, I can tell you that the number of turrets doesn’t matter.
As for turret destruction, it doesn’t seem so. It depends more on turret protection [armor].
I will keep them coming 🙂 Translated by Carnotzet.